Card · SI-04
Standoff
Confrontation and tension
Standoff
Frame · Confrontation and tension situational
No one moves – both sides could act, but the consequences hold them back. The tension rises.
Design question – In your game everyone waits for the first move. What holds the participants back – fear, calculation, or mutual dependence? And what breaks the standoff?
Reference example – Poker: everything is in the middle, and whoever blinks first loses. Twilight Struggle: the DEFCON track is close to the end; one wrong move and both lose.
Associations
- Typical Activities – Waiting, Bluffing, Calculating, Observing
Coherence
Activities: Waiting, Bluffing, Calculating, Observing. Mechanisms: Brinkmanship (chicken game), Simultaneous Reveal, Bluffing, Escalation (pressure rises each round). Ludic Organisational Structures: conflict order (symmetric), political order (balance of power). Ludic Narrational Structure: Kishōtenketsu (a turning point breaks the standoff), linear narration with a delayed climax.
Belongs to the stack
- Situational
- Situational (26 cards)
- Ludic Frame
- To the term
- SI-03 Pursuit
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- SI-05 Uprising
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